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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - Avan

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31
Derp - I made a typo there in the title (that 35a was supposed to be 53a) >.<

Thanks for catching that.

(Edit - also I worked on updating the sprite for the Pike a bit - it will be in the 1.03 update.)

32
Mods / Re: Fleet Diversification Mod (project under construction)
« on: August 21, 2012, 09:47:35 AM »
Two words:
Shield. Hounds.

Sticking a frontal shield on a hound vastly improves the AI's surviveability in them. Put all spare OP into vents - this will let the AI quickly vent its fl. For even more fun, in a mixed fleet, give them a kinetic weapon in the medium slot (railgun, even though it is small, allows the hound to make an effective early-game shield buster to support ships with more direct firepower to move in and take out the hull.)

For that matter, omni-shield buffalo II's aren't half-bad, even if they have a substantial reduction in firepower (I ditch the missiles in the side slots), it gives them just that much more space between not being blown up and being blown up. I had one into late-game as a fire-support ship (it was in fact the first ship I captured) before retiring it once my fleet began to run out of room. I still had those shield hounds running around even that late in the game.

Also, tempests with a pair of heavy blasters & lots of flux can be quite fearsome, even if they do have to continually retreat to vent.

33
I have now added an updated ship chart to the first page  ;)

34
The key to fighting a hyperion is to dump a massive amount of damage onto them the moment they appear. Hopefully within a second: 1) you destroy it as its shields are raising 2) you overload it 3) you at least give it enough flux to prevent retreat, forcing it to drop its shields, and take more damage right to the hull which will probably still kill it. - often anticipating the jump or timing it as it just begins to shimmer is critical - especially if it forces it to jump right onto the oncoming projectiles for massive damage.

I'd recommend practicing in the 'simulate battle' screen; once you get the hang of it, they are easily dealt with, at least in a 1-1; the AI isn't terribly good at fighting them though >.<

35
And here is a screenshot of the touched up Synapse sprite (it corrects a lot of the flatness issue which seems to be caused by the sprites in starfarer getting rendered with lower constrast then they have outside of the program)


36
OK! good thing I spent all that time testing; I caught another crashbug due to a typo - I believe that is all of them - well, I hope it is. >.>

Anyways, here is a download link (as well as one on the original post) https://dl.dropbox.com/u/3061400/avanmodsv102.zip

If you find any bugs or weirdness or other issues, please report them - I'm going to try to put out a quick 1.03 patch this weekend to fix up any lingering issues. *hopefully* the fixes I applied to the Ceredian spawnpoints and fleets (And the addition of some counterfleets) will prevent them from completely overrunning the system like before.

1.03 will likely have some more spawnpoint & fleet composition improvements, along with an additional TT and Heg. spawnpoint.

(and yes, I touched up the Synapse sprite - going to get some screens probably tonight/tomorrow)

37
General Discussion / Re: The buffalo challenge
« on: August 20, 2012, 09:17:59 PM »
 ;) That was surprisingly fast - I must congratulate you on your skills! (Was that with 100% hull damage on btw?)

*Wonders of Qloos could have done that on his first try...*

38
General Discussion / Re: The buffalo challenge
« on: August 20, 2012, 08:55:59 PM »
You'd be surprised... One small energy slot, 20 OP, and abysmal flux stats mean that your shield advantage can in fact be a major liability. I found myself overloading a lot when I failed to drop my shields in time. Also the buffalo II's AM blaster hurts. A lot. Either it will overload you or it will burn up your armor and fry your hull.


It is possible to use the AM blaster; the stock buffalo has enough flux reserves to fire off one shot. (the slow reload rate of the AM blaster means that if you invest in enough flux vents, you can passively vent enough to fire again if you drop your shields, or attempt a risky full on vent)

39
General Discussion / The buffalo challenge
« on: August 20, 2012, 08:46:01 PM »
Using only a stock buffalo hull (not the buffalo II, I mean the blue and white freighter), can you defeat the stock buffalo II? (Hint; use the devmode 'edit variant' capability)

Bonus points if you can do it with a 100% stock variant.

Extra bonus points if you can defeat a proper combat ship of destroyer size or larger ;)

I know its not a combat ship, but its fun to push its exceedingly tiny limits as far as they can go with clever use of its 20 OP and single small energy slot combined with clever piloting and exploiting the AI.

I've only managed it three times, very unreliably, once with the stock AM blaster (this took... a lot of tries), and twice with my cascade disruptor (and again, this took a lot of tries, not quite as many though). I actually got pretty close using the stock ion cannon a couple times, but never managed to finish it off...    :(

40
General Discussion / Re: Does the convert button do anything yet?
« on: August 20, 2012, 08:25:35 PM »
Ohhh! cool find :D I never even noticed that was there.

I wonder if it will support multiple path upgrades (ie, ship X to ship X 2a or ship X 2b)

41
Modding / Re: failed mod
« on: August 20, 2012, 08:22:47 PM »
For some reason I now want to see fighter-onslaughts trying to land on a destroyer-sized carrier XD

(Alex apparently did something similar once while developing the slot systems - at least I could've sworn it was Alex who did it, as I'm pretty sure it was pre.53a when the screens of it went up. I believe it involved self-replicating gemini which destroyed themselves due to collisions)

42
Modding / Re: Making slashing beams... I'm stumped!
« on: August 20, 2012, 08:19:33 PM »
This isnt really possible at the moment (there are some things that result in similar looking effects due to happenstance, but aren't the same thing at all). I recommend that you request it as a modding feature in the 'suggestions' forum.

43
Bug Reports & Support / Beams lock up when charging down
« on: August 20, 2012, 07:51:53 PM »
I've noticed that during the charge down process, they abruptly stop tracking their targets. This has been around for a long time, but I couldn't figure out what it was at first (I thought it was something in the modded weapons I was testing, where it was more obvious due to their longer cooldown time) - but then I more recently observed (and noticed it long enough to remember, instead of forgetting in the heat of the battle >.<) it happening quite evidently with vanilla weapons (specifically I noticed it with tac lasers)

44
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: August 20, 2012, 07:48:38 PM »
Cool!

Also I didn't realize we could clone them - that's useful :D

45
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: August 20, 2012, 06:28:39 PM »
I noticed that once you load a line in the CSV mode, you can't set the line being edited to a blank one (if there is a way, it wasn't clear, or I was blind and failed to see <.>)

Also would it be possible to allow us to type in values for the angle & firing arcs on weapons? It can be very hard to find the exact pixels that yield a perfect 360.0 when using a weird base angle.

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